WARNING: This save include important changes to the weapon format and even if we playtested it a lot to be sure that the update is safe we still recommend backuping your save before updating (located in Steam/userdata/youraccountid/269190)
Craft and equipment enhancements
The game was actually providing one modifier type for weapons that was able to change the name of it and increase it's power, with the new update weapons, armors and crystals are now composed of three modifiers:
<Stat Improvement Type>WeaponName<Elemental Modifier><Bonus Level Modifier>
Stat Improvement Type is the stats orientation of the weapon / crysta l/ armor, for example fearsome is oriented around brute strength, protective around defense, it's also the part that determine the rarity of the weapon. this kind of modifiers also recolor and increase emissive of the weapon based on the effect type and rarity.
Elemental Modifier is an optionnal modifier that change the weapon damage type to a specific element. It also add a visual aura around the weapon related to the element.
Bonus Level is an optionnal modifier that increase the base level and the max level of a weapon or the raw stats of armor / crystals
Along with that comes a lot of internal changes to how the craft works internally,
You are now able to use two type of items while crafting an item.
The first slot drive the kind of Stat Improvement Type you'll get, for example using a Blood Crystal will guarantee you a weapon oriented around attack and at a least a superior (Green) one.
The second slot drive the rarity of the item and the bonuses levels, using a rare vibrating crystal for example will guarantee you at least a +3 weapon with at least an epic rarity (purple).
Those two kinds of items are also craftable you'll be able to find the recipe in Jagholm.
We added also a formation system in the tactic submenu of the game menu.
With this system you'll be able to give a hint to the battle system at where you'd like your characters to be placed initially during battles (it's a hint and not absolute, there could be obstacles and things that could modify the positions of characters during the battle also the reference position is calculated against the first ennemy).
CPU performance enhancements
We switched the scripting backend from Mono to IL2CPP after weeks of adapting the code to make it works with it, it switch the interpreted C# game code to high performance native C++ code, we expect a great CPU performance boost with it and a diminution of loading times and lag spikes (it only also affect CPU performance, GPU performances will be addressed in a future patch) but as it's a big change internally at how the code works it could lead to crashes and unexpected issues even if we tested it for weeks, we encourage you to report us any stability issues or new functionnal issues on the bug report tool or on the discord, thanks!
We started an effort to improve the existing cutscenes of the game, we are working on the first phase of it by changing how the lipsync system work, we modified Daryon and Selene to use the new system and we will character by character replace every characters with the new lipsync system, the new system have more consistent face deformation and handle a lot better the speech speed and should give a more natural feel.
Various modifications and bugfixes
- Reversed the new character dagger rotation to match her pose
- Added a victory pose for the new character
- Slight Speedup of UI icons with glowing icons by caching them
- Improved battle start time by reducing GC spikes by using RaycastNonAlloc instead of RaycastAll
- Fixed a bug that could make the game laggy after installing a Nekaroo skin DLC